strategyonly
C2C Supreme Commander
- Remove strange character at start of SO_CIV4LeaderHeadInfos.xml.
Thx, didnt know

Also
Re-did the changed DH made to Sargon's schema's pls make a note of this Sargon, thx.
- Remove strange character at start of SO_CIV4LeaderHeadInfos.xml.
Just an FYI - as you may have noticed, I haven't been very active recently. Currently I'm extremely busy with other things, so my c2c participation will be minimal for a period (probably about 2 months). I will keep a weather eye on the bugs thread and try to fix serious issues (crashes and hangs) that are reported if I am able to.
Azure... please attempt a biohazard symbol for the disease property. It is not so complex it wouldn't work and be differentiated from the radiation (which would need to lose its glass glossover to make that work within our low res environment compared to the image above)
Azure... please attempt a biohazard symbol for the disease property. It is not so complex it wouldn't work and be differentiated from the radiation (which would need to lose its glass glossover to make that work within our low res environment compared to the image above)
Why are these showing up in the unit area?? I believe these were submitted in the last SVN
Why are these showing up in the unit area?? I believe these were submitted in the last SVN
It has been like this for ages... The last lines describe the plot the unit is on, not the unit itself. Thus you see "hill" and it's Food/Prod/Commerce values. And also the Pollution of it.
6276
Added 25 AI Weight to Education, Luxury, Entertainment, and Tourism Properties.
(Original CIV4CommerceInfo.xml has AIPercentagageWeight at 25 for gold, culture, espionage, and Research at 125, so I used that as a guide.).
Added -100 AI Weight to Disease (Crime, Air Pollution, Water Pollution were at -100, Disease was at 0).
6277,6778,6779
Edited AI Weight to 95 for Education, Luxury, Entertainment, and Tourism Properties because YieldInfos has Food at 100, Production at 110, and Commerce at 80 in Yieldinfos.xml. Since Certain buidings require Points to build it makes sense to have them near the range of Production, but not overvalue Food(100), Production(110), or Research (125).
Adding these weights might screw things up, because (unless it's changed very recently) there really isn't much of a penalty to these properties having bad values in the current assets. By setting their weight you are asserting to the AI that they must be fought against in proportion to their weight - i.e. - AI will try to fight disease as hard as it tries to fight crime. Because there isn't really a terribly bad consequence to disease in the current assets this is likely to make the AI concentrate on thing that really won't make much difference. The weight for disease specifically was left at 0 until such time as the disease system had more fleshed out consequences. If those consequences have now been added such that being half way through the operational range for disease [I'm not sure what operational range it defines off hand - crime is 0-1000 I think] is as bad as being half way through that for crime (i.e. - 500 crime), then i i correct that they have the same weight. Is that the case...?
You're looking at the plot hover, not the unit information. The plot hover information contains unit information to an excess I feel and is one of the next targets for a hotkey mechanism to hide a lot of it unless that's what you're TRYING to see.Well then i think it should NOT be there, no need for that, since the unit is not a builder or worker.
You're looking at the plot hover, not the unit information. The plot hover information contains unit information to an excess I feel and is one of the next targets for a hotkey mechanism to hide a lot of it unless that's what you're TRYING to see.
My point being, that the property info is what does belong there and the massive display of stack information shouldn't be automatically visible on hovering over the plot.